System, game server, terminal, and computer program product for link point scaling in a multiplayer location-aware game

ABSTRACT

A system for scaling a link point in a multiplayer location-aware game comprises a plurality of clients capable of executing a client-side game application and a network entity capable of communicating with the plurality of clients. The plurality of clients are capable of communicating across at least one network to play a multiplayer location-aware game. The network entity is capable of determining a number of clients participating in the multiplayer location-aware game. The network entity is capable of determining a location of each of the clients participating in the multiplayer location-aware game. The network entity is capable of determining a size of at least one link point based on the number of clients and based on the location of each client.

FIELD OF THE INVENTION

The present invention generally relates to systems and methods ofoperating a multiplayer electronic game and, more particularly, relatesto systems, network entities, terminals, and computer program productsfor providing link point scaling in a multiplayer location-aware game.

BACKGROUND OF THE INVENTION

Multiplayer electronic gaming is a popular pastime, and it continues togrow in popularity as more devices, particularly mobile devices, arecreated to facilitate this type of gaming. Multiplayer gaming initiallyonly involved using personal computers connected via a wired interfaceto a network, such as the Internet. As wireless networks and wirelessInternet access became more prevalent, multiplayer gaming took advantageof this wireless capability. Cellular telephones and other mobileelectronic devices connected via wireless networks began offeringgaming. Additionally, dedicated wireless mobile gaming devices werecreated. These wireless mobile gaming devices allow users to participatein multiplayer gaming away from their personal computer and wirednetwork connection. For purposes of this application, the term “gamingdevice” will be used to refer to all devices capable of gaming over anetwork, whether the device is a personal computer, a cellulartelephone, a gaming console, a mobile gaming device, or any other typeof device, whether the network is the Internet, a cellular telephonenetwork, or any other type of network, and whether the communicationwith the network is wired or wireless.

A feature of many mobile electronic communication devices is presenceenabling, which allows users of these devices to determine whether otherusers are online and available for communication. Presence enabling isavailable to a certain extent in multiplayer gaming systems. Presenceenabling provides status information for a player to other players ofthe gaming system. This status information tells other players whether aparticular player is able to play a game at this particular time. Thisstatus information may vary according to the type of gaming device. Forexample, for a personal computer with a wired Internet connection, thestatus information may include whether the player is online and whetherthe player is currently participating in a particular game. For cellulartelephones or other mobile devices, the status information may includethe user's geographic location and the latency of the network to whichthe mobile device is connected.

Similar to presence status, many mobile electronic devices featurelocation awareness. Location awareness enables the mobile electronicdevice, or a server with which the mobile electronic device iscommunicating, to determine the approximate physical location of themobile electronic device. Several techniques are known for determiningthe approximate physical location of a mobile electronic device. Oneknown technique uses a global positioning system (GPS) receiver in themobile electronic device. The GPS receiver determines the approximatephysical location by triangulating signals received from at least threedifferent GPS satellites. Using another known technique termed cell ID,the mobile electronic device determines the identification number of thecellular tower through which the mobile electronic device iscommunicating. By comparing the tower identification number with adatabase of cellular towers, the location of the cellular tower, andtherefore the approximate location of the mobile electronic device, canbe obtained. The different techniques enable the determination ofphysical location with different degrees of accuracy. Cell ID typicallyenables determination of location to an accuracy of approximately 200 to300 meters. GPS typically enables determination of location to anaccuracy of approximately 10 to 20 meters.

Location awareness in mobile electronic devices has enabled thedevelopment of location-aware multiplayer games. A location-awaremultiplayer gaming application typically executes on a game server thatis capable of determining the physical location of the mobilecommunication devices that are being used to play the game. The physicallocations of each device, and therefore the physical locations of eachplayer, are used by the gaming application to enable location-awarefunctionality that enhances the gaming experience. For example, oneplayer may create an electronic note that is associated with aparticular geographic area, such that the note may be read by otherplayers who enter that same geographic area. Additionally, players whoare interacting through the gaming application and who are in physicalproximity to each other may meet in person to exchange game-relateditems.

A location-aware multiplayer game may be played by a large number ofplayers physically located across a large geographic area. For example,a popular multiplayer game may be played by hundreds or even thousandsof players from across the United States. Because it is difficult orimpossible for a player to interact with or even just monitor that manyplayers, a developer of a location-aware multiplayer game will typicallydefine small subsets of the entire gaming area for purposes ofrestricting certain activities within one or more of the small subsets.These small subsets may be termed link points. The game developer willtypically predefine the location, size, shape, and number of link pointsin a gaming area. For example, if the entire gaming area is the UnitedStates, the game developer may define several thousand link points overthe United States. Typically, every part of a gaming area will bedefined to exist within one and only one link point, such that no linkpoint overlaps any other link point.

The game developer will typically predefine the shape of each link pointas a square, although other shapes, such as hexagons, may be used. Atypical size for a link point is 200 meters by 200 meters, although thegame developer may predefine the size of each link point to be anydesired size. The game developer may predefine different size linkpoints for different geographic areas, based on the anticipated numberof game players in a particular geographic area. For example, the gamedeveloper may predefine relatively small link points for urban areas,larger link points for suburban areas, and the largest link points forrural areas. As such, the game developer may attempt to maintain afairly consistent number of players per link point.

One reason that a game developer may attempt to maintain a consistentnumber of players per link point is that some game features may only beutilized by players within the same link point, within adjacent linkpoints, or within link points that are less than a predefined distanceor number of link points away from each other. For example, a gamingapplication may only permit a player to view the locations and/oractivities of other players who are less than five link points away fromthe player. Limiting the number of link points for which a player canview the locations and/or activities of other players thereby limits thenumber of other players that must be monitored and keeps the game frombecoming overly complex or difficult. Additionally, a gaming applicationmay only permit a player to participate in particular interactions withplayers who are in the same link point. For example, a player may onlybe permitted to exchange private electronic correspondence with anotherplayer if both players are in the same link point. Such a limitationencourages players to travel from one link point to another, therebyenabling physical interaction between the players.

Because the size of the link points is predefined by the game developer,problems may occur if the game developer incorrectly or inappropriatelydefines the size of the link points. Because the size of the link pointsis typically defined based on the anticipated number of players in aparticular geographic area, it is possible that the game developer willincorrectly anticipate the number of players. If the number of playersis smaller than anticipated, the link points may be considered too largeand players may not be able to interact with enough other players toconsider the game interesting and fun. If the number of players islarger than anticipated, the link points may be considered too small andplayers may find it difficult to monitor or interact with the largenumber of other players in the same and nearby link points.

The problems that may occur when the game developer incorrectly orinappropriately defines the size of the link points are particularlytroublesome in the time period immediately after the initial release ofa new game. In the initial days and weeks that a new game is available,the number of players is typically small and may be increasing slowly.It is important during this time period for the players to enjoy thegame such that the players will recommend the game to other potentialplayers, thereby increasing the number of players. If the size of thelink points is predefined based on the anticipated long-term number ofplayers, then the link points will be too small in this initial timeperiod. As such, the interaction between players will be limited asdiscussed above, and therefore the initial players will not enjoy thegame and will not recommend the game to other potential players.

As such, there is a need for a system, network entity, terminal, andcomputer program product that allow the initial players of a newmultiplayer location-aware game to interact with a sufficient number ofother players to facilitate an enjoyable gaming experience, therebyincreasing the likelihood that the initial players will recommend thegame to other potential players.

BRIEF SUMMARY OF THE INVENTION

A system, network entity, terminal, and computer program product aretherefore provided that scale (i.e., change the size of) the link pointsin a multiplayer location-aware game based on predefined criteria, suchas the number and location of the players.

In this regard, a system for scaling a link point in a multiplayerlocation-aware game comprises a plurality of clients capable ofexecuting a client-side game application and a network entity capable ofcommunicating with the plurality of clients. The plurality of clientsare capable of communicating across at least one network to play amultiplayer location-aware game. The network entity is capable ofdetermining a number of clients participating in the multiplayerlocation-aware game. The network entity is capable of determining alocation of each of the clients participating in the multiplayerlocation-aware game. The network entity is capable of determining a sizeof at least one link point based on the number of clients and based onthe location of each client.

The network entity may determine the size of the at least one link pointbased on a predefined minimum number of clients per link point.Alternatively, the network entity may determine the size of the at leastone link point based on a predefined maximum number of link pointsbetween any two clients. The network entity may determine the size ofthe at least one link point based on a predefined maximum distancebetween any two clients. The network entity may determine the size ofthe at least one link point based on a predefined minimum link pointsize and a predefined maximum link point size, and the predefinedminimum link point size and the predefined maximum link point size mayvary based on a geographic location of the at least one link point.

In addition to the system for scaling a link point in a multiplayerlocation-aware game as described above, other aspects of the presentinvention are directed to corresponding network entities, terminals, andcomputer program products for scaling link points.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)

Having thus described the invention in general terms, reference will nowbe made to the accompanying drawings, which are not necessarily drawn toscale, and wherein:

FIG. 1 is a block diagram of one type of system that would benefit fromembodiments of the present invention;

FIG. 2 is a schematic block diagram of an entity capable of operating asa mobile station, network entity, game server, proxy server, personalcomputer (PC) system, and/or game console, in accordance withembodiments of the present invention;

FIG. 3 is a schematic block diagram more particularly illustrating amobile station in accordance with one embodiment of the presentinvention;

FIG. 4 is a schematic block diagram of an exemplar configuration ofvarious network entities of the system of FIG. 1, in accordance with oneembodiment of the present invention;

FIG. 5 is a flowchart of the operation of scaling a link point in amultiplayer location-aware game, in accordance with one embodiment ofthe present invention;

FIG. 6 is an illustration of a gaming area comprising a plurality oflink points that would benefit from embodiments of the presentinvention;

FIG. 7 is an illustration of a gaming area comprising a plurality oflink points that have been scaled, in accordance with one embodiment ofthe present invention; and

FIG. 8 is an illustration of a gaming area comprising a plurality oflink points that have been scaled, in accordance with one embodiment ofthe present invention.

DETAILED DESCRIPTION OF THE INVENTION

The present invention now will be described more fully hereinafter withreference to the accompanying drawings, in which preferred embodimentsof the invention are shown. This invention may, however, be embodied inmany different forms and should not be construed as limited to theembodiments set forth herein; rather, these embodiments are provided sothat this disclosure will be thorough and complete, and will fullyconvey the scope of the invention to those skilled in the art. Likenumbers refer to like elements throughout.

Referring to FIG. 1, an illustration of one type of system that wouldbenefit from the present invention is provided. The system can includeone or more mobile stations 10, each having an antenna 12 fortransmitting signals to and for receiving signals from one or more basestations (BS's) 14. The base station is a part of one or more cellularor mobile networks that each includes elements required to operate thenetwork, such as one or more mobile switching centers (MSC) 16. As wellknown to those skilled in the art, the mobile network may also bereferred to as a Base Station/MSC/Interworking function (BMI). Inoperation, the MSC is capable of routing calls, data or the like to andfrom mobile stations when those mobile stations are making and receivingcalls, data or the like. The MSC can also provide a connection tolandline trunks when mobile stations are involved in a call.

The MSC 16 can be coupled to a data network, such as a local areanetwork (LAN), a metropolitan area network (MAN), and/or a wide areanetwork (WAN). The MSC can be directly coupled to the data network. Inone typical embodiment, however, the MSC is coupled to a gateway (GTW)18, and the GTW is coupled to a WAN, such as the Internet 20. In turn,devices such as processing elements (e.g., personal computers, servercomputers or the like) can be coupled to the mobile station 10 via theInternet. For example, as explained below, the processing elements caninclude one or more processing elements associated with one or more gameservers 22, routing servers 24, personal computer (PC) systems 26, gameconsoles 28, or the like, one of each being illustrated in FIG. 1 anddescribed below. As will be appreciated, the processing elements cancomprise any of a number of processing devices, systems or the likecapable of operating in accordance with embodiments of the presentinvention.

The BS 14 can also be coupled to a signaling GPRS (General Packet RadioService) support node (SGSN) 30. As known to those skilled in the art,the SGSN is typically capable of performing functions similar to the MSC16 for packet switched services. The SGSN, like the MSC, can be coupledto a data network, such as the Internet 20. The SGSN can be directlycoupled to the data network. In a more typical embodiment, however, theSGSN is coupled to a packet-switched core network, such as a GPRS corenetwork 32. The packet-switched core network is then coupled to anotherGTW, such as a GTW GPRS support node (GGSN) 34, and the GGSN is coupledto the Internet.

Although not every element of every possible network is shown anddescribed herein, it should be appreciated that the mobile station 10may be coupled to one or more of any of a number of different networks.In this regard, mobile network(s) can be capable of supportingcommunication in accordance with any one or more of a number offirst-generation (1G), second-generation (2G), 2.5G and/orthird-generation (3G) mobile communication protocols or the like. Moreparticularly, one or more mobile stations may be coupled to one or morenetworks capable of supporting communication in accordance with 2Gwireless communication protocols IS-136 (TDMA), GSM, and IS-95 (CDMA).Also, for example, one or more of the network(s) can be capable ofsupporting communication in accordance with 2.5G wireless communicationprotocols GPRS, Enhanced Data GSM Environment (EDGE), or the like. Inaddition, for example, one or more of the network(s) can be capable ofsupporting communication in accordance with 3G wireless communicationprotocols such as Universal Mobile Telephone System (UMTS) networkemploying Wideband Code Division Multiple Access (WCDMA) radio accesstechnology. Some narrow-band AMPS (NAMPS), as well as TACS, network(s)may also benefit from embodiments of the present invention, as shoulddual or higher mode mobile stations (e.g., digital/analog orTDMA/CDMA/analog phones).

One or more mobile stations 10 can further be coupled to one or morewireless access points (APs) 36. The APs can be configured tocommunicate with the mobile station in accordance with techniques suchas, for example, radio frequency (RF), Bluetooth (BT), infrared (IrDA)or any of a number of different wireless networking techniques,including WLAN techniques. The APs may be coupled to the Internet 20.Like with the MSC 14, the APs can be directly coupled to the Internet.In one embodiment, however, the APs are indirectly coupled to theInternet via a GTW 18. As will be appreciated, by directly or indirectlyconnecting the mobile stations and the user processors (e.g., gameservers 22, routing servers 24, personal computer (PC) systems 26, gameconsoles 28, and network entities) and/or any of a number of otherdevices to the Internet, whether via the APs or the mobile network(s),the mobile stations and user processors can communicate with one anotherto thereby carry out various functions of the respective entities, suchas to transmit and/or receive data, content or the like. As used herein,the terms “data,” “content,” “information,” and similar terms may beused interchangeably to refer to data capable of being transmitted,received and/or stored in accordance with embodiments of the presentinvention. Thus, use of any such terms should not be taken to limit thespirit and scope of the present invention.

Although not shown in FIG. 1, in addition to or in lieu of coupling themobile stations 10 to game servers 22, routing servers 24, personalcomputer (PC) systems 26, and/or game consoles 28 across the Internet20, one or more such entities may be directly coupled to one another. Assuch, one or more network entities may communicate with one another inaccordance with, for example, RF, BT, IrDA or any of a number ofdifferent wireline or wireless communication techniques, including LANand/or WLAN techniques.

Referring now to FIG. 2, a block diagram of an entity capable ofoperating as a mobile station 10, game server 22, routing server 24,personal computer (PC) system 26 and/or game console 28, is shown inaccordance with one embodiment of the present invention. Although shownas separate entities, in some embodiments, one or more entities maysupport one or more of a mobile station, game server, routing server,personal computer (PC) system and/or game console, logically separatedbut co-located within the entit(ies). For example, a single entity maysupport a logically separate, but co-located, game server and routingserver. Also, for example, a single entity may support a logicallyseparate, but co-located personal computer and game console.

As shown, the entity capable of operating as a mobile station 10, gameserver 22, routing server 24, personal computer (PC) system 26 and/orgame console 28 generally includes a processor 38 connected to a memory40. The memory can comprise volatile and/or non-volatile memory, andtypically stores content, data or the like. For example, the memorytypically stores content transmitted from, and/or received by, theentity. Also for example, the memory typically stores clientapplications, instructions or the like for the processor to performsteps associated with operation of the entity in accordance withembodiments of the present invention. As explained below, for example,the memory can store client application(s) including a configurationutility, content manager and/or display manager. In this regard, whenexecuted, the configuration utility may function to configure a sourceof content to receive or otherwise provide content. The content manager,when executed, may function to manage the receipt of content from thesource, and/or the use of content received from the source. And thedisplay manager may function to manage presentation of content receivedfrom the source. As described herein, the client application(s) eachcomprise software operated by the respective entities. It should beunderstood, however, that any one or more of the client applicationsdescribed herein can alternatively comprise firmware or hardware,without departing from the spirit and scope of the present invention.

In addition to the memory 40, the processor 38 can also be connected toat least one interface or other means for displaying, transmittingand/or receiving data, content or the like. In this regard, theinterface(s) can include at least one communication interface 42 orother means for transmitting and/or receiving data, content or the like,as well as at least one user interface that can include a display 44and/or a user input interface 46. The user input interface, in turn, cancomprise any of a number of devices allowing the entity to receive datafrom a user, such as a keypad, a touch display, a joystick or otherinput device.

Reference is now made to FIG. 3, which illustrates one type of mobilestation 10, a mobile telephone, which would benefit from embodiments ofthe present invention. It should be understood, however, that the mobilestation illustrated and hereinafter described is merely illustrative ofone type of mobile station that would benefit from the present inventionand, therefore, should not be taken to limit the scope of the presentinvention. While several embodiments of the mobile station areillustrated and will be hereinafter described for purposes of example,other types of mobile stations, such as portable digital assistants(PDAs), pagers, laptop computers, mobile gaming devices and other typesof electronic systems, can readily employ the present invention.

As shown, in addition to an antenna 14, the mobile station 10 caninclude a transmitter 48, receiver 50, and controller 52 or otherprocessor that provides signals to and receives signals from thetransmitter and receiver, respectively. These signals include signalinginformation in accordance with the air interface standard of theapplicable cellular system, and also user speech and/or user generateddata. In this regard, the mobile station can be capable of operatingwith one or more air interface standards, communication protocols,modulation types, and access types. More particularly, the mobilestation can be capable of operating in accordance with any of a numberof first generation (1G), second generation (2G), 2.5G and/orthird-generation (3G) communication protocols or the like. For example,the mobile station may be capable of operating in accordance with 2Gwireless communication protocols IS-136 (TDMA), GSM, and IS-95 (CDMA).Also, for example, the mobile station may be capable of operating inaccordance with 2.5G wireless communication protocols GPRS, EDGE, or thelike. Further, for example, the mobile station may be capable ofoperating in accordance with 3G wireless communication protocols such asUMTS network employing WCDMA radio access technology. Some NAMPS, aswell as TACS, mobile stations may also benefit from the teaching of thisinvention, as should dual or higher mode phones (e.g., digital/analog orTDMA/CDMA/analog phones).

It is understood that the controller 52 includes the circuitry requiredfor implementing the audio and logic functions of the mobile station 10.For example, the controller may be comprised of a digital signalprocessor device, a microprocessor device, and various analog-to-digitalconverters, digital-to-analog converters, and other support circuits.The control and signal processing functions of the mobile station areallocated between these devices according to their respectivecapabilities. The controller can additionally include an internal voicecoder (VC) 52 a, and may include an internal data modem (DM) 52 b.Further, the controller may include the functionality to operate one ormore client software programs such as those indicated above, which maybe stored in memory (described below).

The mobile station 10 also comprises a user interface including aconventional earphone or speaker 54, a ringer 56, a microphone 58, adisplay 60, and a user input interface, all of which are coupled to thecontroller 52. Although not shown, the mobile station can include abattery for powering the various circuits that are required to operatethe mobile station, as well as optionally providing mechanical vibrationas a detectable output. The user input interface, which allows themobile station to receive data, can comprise any of a number of devicesallowing the mobile station to receive data, such as a keypad 52, atouch display (not shown), a joystick (not shown) or other input device.In embodiments including a keypad, the keypad includes the conventionalnumeric (0-9) and related keys (#, *), and other keys used for operatingthe mobile station.

The mobile station 10 can also include one or more means for sharingand/or obtaining data. For example, the mobile station can include ashort-range radio frequency (RF) transceiver or interrogator 64 so thatdata can be shared with and/or obtained from electronic devices inaccordance with RF techniques. The mobile station can additionally, oralternatively, include other short-range transceivers, such as, forexample an infrared (IR) transceiver 66, and/or a Bluetooth (BT)transceiver 68 operating using Bluetooth brand wireless technologydeveloped by the Bluetooth Special Interest Group. The mobile stationcan therefore additionally or alternatively be capable of transmittingdata to and/or receiving data from electronic devices in accordance withsuch techniques. Although not shown, the mobile station can additionallyor alternatively be capable of transmitting and/or receiving data fromelectronic devices according to a number of different wirelessnetworking techniques, including WLAN techniques such as IEEE 802.11xtechniques or the like.

The mobile station 10 can further include memory, such as a subscriberidentity module (SIM) 70, a removable user identity module (R-UIM) orthe like, which typically stores information elements related to amobile subscriber. In addition to the SIM, the mobile station caninclude other removable and/or fixed memory. In this regard, the mobilestation can include volatile memory 72, such as volatile Random AccessMemory (RAM) including a cache area for the temporary storage of data.The mobile station can also include other non-volatile memory 74, whichcan be embedded and/or may be removable. The non-volatile memory canadditionally or alternatively comprise an EEPROM, flash memory or thelike. The memories can store any of a number of software applications,instructions, pieces of information, and data, used by the mobilestation to implement the functions of the mobile station.

As will be appreciated, a number of the entities of the system of FIG. 1can be configured in any of a number of different architectures toperform any of a number of functions. For example, the entities of thesystem of FIG. 1 can be configured in a centralized client-serverarchitecture, decentralized architecture and/or proxy architecture.Additionally or alternatively, for example, the entities of the systemof FIG. 1 can be configured in an architecture given in the ScalableNetwork Application Package (SNAP) (formerly Sega Network ApplicationPackage) provided by Nokia Corporation for applications such as in thecontext of gaming.

More particularly, as shown in FIG. 4, for example, one or more mobilestations, PC systems and/or game consoles may operate as clients 76 in agaming architecture that also includes one or more game servers 22 androuting servers 24. In the illustrated architecture, similar to aconventional client-server architecture, the game servers operate gamesand maintain the state of those games. The clients, then, operateclient-side game applications that communicate with the game servers torepeatedly change the game state of the games operated and maintained bythe game servers to thereby play those games.

Also in the illustrated architecture, the clients 76 are coupled torouting servers 24 which, in turn, are coupled to the game servers 22.Thus, the routing servers route data packets between one or more clients76 and the game servers 22, and/or other clients, to facilitate theoperation of each entity in the architecture. As shown, the routingservers can be coupled between groups of clients and one or more routingservers, directly or indirectly via one or more other routing servers.In this regard, one or more routing servers can also be coupled to otherrouting servers such that the routing servers can also be coupledbetween one or more clients and one or more groups of other clients,such as groups of clients coupled to other routing servers.

Referring now to FIG. 5, a flowchart of the operation of scaling a linkpoint in a multiplayer location-aware game is illustrated, in accordancewith one embodiment of the present invention. The operation illustratedin FIG. 5 may be utilized to scale, i.e., change the size of, some orall of the link points that comprise a portion of a gaming area or anentire game area. A gaming area is the entire area in which a particularmultiplayer location-aware game can be played. The gaming area istypically predefined by the game developer and may comprise amulti-country region (e.g., western Europe), a single country (e.g., theUnited States), a region or part of a country (e.g., the island ofHonshu, Japan), or a city (e.g., Los Angeles). As discussed above, thegaming area will typically comprise a plurality of link points, orsub-areas, that are predefined by the game developer, with the set oflink points making up the gaming area.

The operation of scaling a link point as illustrated in FIG. 5 may beexecuted repeatedly, such as on a periodic basis (e.g., once daily), ornon-periodically if desired. In the initial days following the releaseof a new game, the operators of the new game may desire to execute thisscaling operation on a more frequent basis. When the game has maturedand the number of players has stabilized, the operators of the game maydesire to execute this operation less frequently, or even ceaseexecuting this operation.

The operation of scaling a link point may be executed by the game serverwhich is executing a server-side gaming application and operating themultiplayer location-aware game. Alternatively, the operation of scalinga link point may be executed in a network entity separate from the gameserver. Such a network entity may communicate with the plurality ofclients playing the multiplayer game. Such a network entity maydetermine the size of the link points and communicate the size of thelink points to the game server.

Because of the problems discussed above that may occur when there aretoo few players relative to the size of the link points, a gamedeveloper may establish criteria that may be used by embodiments of thepresent invention to determine if the size of the link points should bescaled, and how to scale the link points if so desired. Many differentcriteria may be predefined to determine if and how the link pointsshould be scaled. For example, a game developer may predefine a desiredratio of players to link points, e.g., 1:1, such that the size of thelink points would be changed if the number of link points exceeded thenumber of players. Additionally, a game developer may predefine adesired minimum number of possible interactions for each player. Thismay be desired in a game in which players are only permitted to interactwith other players who are in the same link point or adjacent linkpoints. In such a game, when there are a small number of players and theplayers are spread across the gaming area, some of the players may notbe able to interact with any other players within the game. Embodimentsof the present invention may increase the size of the link points untilevery player is capable of interacting with at least one other player.Similarly, a game developer may predefine a maximum number of linkpoints between any two players or a maximum distance between any twoplayers, such that the size of the link points is increased if eitherpredefined maximum is exceeded.

In addition to the criteria related to the number and location of theplayers, the game developer may also predefine a minimum and a maximumallowable link point size. The minimum link point size would typicallybe the intended link point size when the game has reached maturity andthe number of players has leveled off. The maximum link point size maybe as large as the gaming area, such that the gaming area would compriseonly one link point, but would typically be smaller than the entiregaming area.

Referring again to FIG. 5, repeatedly the number and location of allplayers within a gaming area would be determined, as illustrated inblock 80. The number and location of the players would be analyzed todetermine if the predefined criteria, discussed above, are satisfied.See block 81. If the predefined criteria are not satisfied, it wouldtypically be determined if the size of the link points could beincreased such that the criteria would be satisfied. If the link pointsize is already equal to the maximum predefined size, as determined inblock 100, then no further action would be taken until the operationillustrated in FIG. 5 is again scheduled to execute. It should beappreciated that the criteria would not have been satisfied, but nofurther action would typically be taken because the link point size isat the predefined maximum.

If it is determined in block 100 that the link point size is not alreadyequal to the maximum link point size, the link point size will beincreased by a predefined increment to create a proposed increased linkpoint size. See block 102. The predefined increment by which the linksize is to be increased may be defined in several different ways. Forexample, the size may be increased by a predefined percentage, or by apredefined number of meters. This proposed increased link point sizewill not yet be applied to the game, but the proposed increased linkpoint size will be analyzed to determine if this increased link pointsize will cause the criteria to be satisfied. See block 104. If theproposed increased link point size causes the criteria to be satisfied,the proposed increased link point size will be applied to the game, suchthat the link points that comprise the gaming area will be enlarged toproposed size. See block 108. No further action would be taken until theoperation illustrated in FIG. 5 is again scheduled to execute.

If it is determined in block 104 that the proposed increased link pointsize will not cause the criteria to be satisfied, the proposed increasedlink point size would be compared to the predefined maximum link pointsize. See block 106. If it is determined in block 106 that the proposedincreased link point size is equal to the predefined maximum link pointsize, then the link point size cannot be increased beyond the proposednew size and therefore the proposed new size will be applied to thegame. See block 108. If it is determined in block 106 that the proposedincreased link point size is less than the predefined maximum link pointsize, then a new, larger proposed increased link point size will becreated. See block 102. Blocks 102 through 106 may be repeatedlyperformed until the predefined criteria are satisfied or the maximumlink point size is reached, such that a proposed increased link pointsize that either satisfies the criteria or equals the maximum link pointsize is applied to the game in block 108. No further action would betaken until the operation illustrated in FIG. 5 is again scheduled toexecute.

If it is determined in block 81 that the predefined criteria aresatisfied, it would typically be determined if the size of the linkpoints could be decreased while still satisfying the criteria. If thelink point size is already equal to the minimum predefined size, asdetermined in block 82, then no further action would be taken until theoperation illustrated in FIG. 5 is again scheduled to execute.

If it is determined in block 82 that the link point size is not alreadyequal to the minimum link point size, the link point size will bedecreased by a predefined increment to create a proposed decreased linkpoint size. See block 84. The predefined increment by which the linksize is to be decreased may be defined in several different ways. Thisproposed decreased link point size will not yet be applied to the game,but the proposed decreased link point size will be analyzed to determineif this decreased link point size would still allow the criteria to besatisfied. See block 86. If the proposed decreased link point size wouldcause the criteria to no longer be satisfied, the proposed decreasedlink point size will not be applied to the game, but rather the linkpoint size will remain unchanged. See block 88. No further action wouldbe taken until the operation illustrated in FIG. 5 is again scheduled toexecute.

If the proposed decreased link point size would still allow the criteriato be satisfied, the proposed decreased link point size will be storedin memory. See block 90. The proposed decreased link point size would becompared to the predefined minimum link point size. See block 92. If itis determined in block 92 that the proposed decreased link point size isequal to the predefined minimum link point size, then the link pointsize cannot be decreased beyond the proposed new size and therefore thestored proposed new size will be applied to the game. See block 98. Ifit is determined in block 92 that the proposed decreased link point sizeis greater than the predefined minimum link point size, then a new,smaller proposed decreased link point size will be created. See block94. This new proposed decreased link point size will not yet be appliedto the game, but the new proposed decreased link point size will beanalyzed to determine if this new decreased link point size would stillallow the criteria to be satisfied. See block 96. If the new proposeddecreased link point size would cause the criteria to no longer besatisfied, the new proposed decreased link point size will not beapplied to the game, but rather the previous proposed decreased linkpoint size, which has been stored in memory, will be applied to thegame. See block 98. No further action would be taken until the operationillustrated in FIG. 5 is again scheduled to execute.

If the new proposed decreased link point size would still allow thecriteria to be satisfied, the new proposed decreased link point sizewill be stored in memory, replacing the previously stored value. Seeblock 90. Blocks 90 through 96 may be repeatedly performed until thepredefined criteria are no longer satisfied or the minimum link pointsize is reached, such that the most recently stored proposed decreasedlink point is applied to the game in block 98. No further action wouldbe taken until the operation illustrated in FIG. 5 is again scheduled toexecute.

Referring now to FIG. 6, a gaming area of a typical multiplayerlocation-aware game that would benefit from embodiments of the presentinvention is illustrated. The gaming area 120 of FIG. 6 comprises aplurality of link points, illustrated by the small squares (one of whichis indicated as 122). Gaming area 120 comprises 560 link points, in agrid of 20 link points across and 28 link points down. In themultiplayer location-aware game of FIG. 6, each link point might have apredefined size of 200 meters by 200 meters. Each number illustrated inthe gaming area 120 indicates a player of the multiplayer location-awaregame. In this illustration, there are 28 players of this game. In atypical multiplayer location-aware game, interaction among players mightbe limited in a predefined manner, such as by only permitting players inthe same link point or in adjacent link points to interact. If thegaming area 120 is illustrative of a game with such a limitation, thenit should be appreciated that few of the 28 players illustrated in FIG.6 would be able to interact with other players. Only players 2 and 3,players 13 and 14, players 16 and 19, and players 22 and 24 would beable to interact. The remaining 20 players would not be able to interactwith other players, would have a less enjoyable gaming experience, andwould be less likely to recommend the game to others. Based onpredefined criteria, such as a ratio of players to link points or aminimum number of interactions, embodiments of the present inventionwould typically increase the size of the link points illustrated in FIG.6 to enable greater interaction among the players and increased gamingenjoyment.

FIG. 7 is an illustration of the gaming area 120 in which the size ofthe link points has been increased, in accordance with one embodiment ofthe present invention. In the gaming area 120 of FIG. 7, the size of thelink points has been increased such that the link points (one of whichis indicated as 124) are sixteen times larger than the link points ofFIG. 6. The gaming area 120 of FIG. 7 now comprises only 35 link points,with each link point in this illustration having a size of 800 meters by800 meters. It should be appreciated that the size of the link points inFIG. 7 would typically allow much greater interaction among the playerscompared to the size of the link points in FIG. 6. Each of the 28players in FIG. 7 is either in the same link point as another player orin an adjacent link point to another player. As such, each player isable to interact with at least one other player, thereby increasinggaming enjoyment. It should be appreciated that, as the number ofplayers increases, embodiments of the present invention would typicallydecrease the size of the link points such that the link points wouldeventually return to the size indicated in FIG. 6.

FIG. 8 is an illustration of the gaming area 120 in which the size ofthe link points have been increased by differing amounts across thegaming area, in accordance with one embodiment of the present invention.The gaming area 120 of FIG. 8 comprises link points that are sixteentimes larger than the link points of FIG. 6 (one of which is indicatedas 124) and link points that are four times larger than the link pointsof FIG. 6 (one of which is indicated as 126). Because the lower rightsection of the gaming area 120 has a greater concentration of playersrelative to the other sections of the gaming area, the size of the linkpoints in the lower right section may not need to be increased as muchas the link points in the other sections. Embodiments of the presentinvention may enable the link points in different sections of the gamingarea to increase or decrease by different amounts.

The method for scaling a link point in a multiplayer location-aware gamemay be embodied by a computer program product. The computer programproduct includes a computer-readable storage medium, such as thenon-volatile storage medium, and computer-readable program codeportions, such as a series of computer instructions, embodied in thecomputer-readable storage medium. Typically, the computer program isstored by a memory device and executed by an associated processing unit,such as the processing element of the server.

In this regard, FIG. 5 is a flowchart of methods and program productsaccording to the invention. It will be understood that each step of theflowchart, and combinations of steps in the flowchart, can beimplemented by computer program instructions. These computer programinstructions may be loaded onto a computer or other programmableapparatus to produce a machine, such that the instructions which executeon the computer or other programmable apparatus create means forimplementing the functions specified in the flowchart step(s). Thesecomputer program instructions may also be stored in a computer-readablememory that can direct a computer or other programmable apparatus tofunction in a particular manner, such that the instructions stored inthe computer-readable memory produce an article of manufacture includinginstruction means which implement the function specified in theflowchart step(s). The computer program instructions may also be loadedonto a computer or other programmable apparatus to cause a series ofoperational steps to be performed on the computer or other programmableapparatus to produce a computer implemented process such that theinstructions which execute on the computer or other programmableapparatus provide steps for implementing the functions specified in theflowchart step(s).

Accordingly, steps of the flowchart support combinations of means forperforming the specified functions, combinations of steps for performingthe specified functions and program instruction means for performing thespecified functions. It will also be understood that each step of theflowchart, and combinations of steps in the flowchart, can beimplemented by special purpose hardware-based computer systems whichperform the specified functions or steps, or combinations of specialpurpose hardware and computer instructions.

Many modifications and other embodiments of the invention will come tomind to one skilled in the art to which this invention pertains havingthe benefit of the teachings presented in the foregoing descriptions andthe associated drawings. Therefore, it is to be understood that theinvention is not to be limited to the specific embodiments disclosed andthat modifications and other embodiments are intended to be includedwithin the scope of the appended claims. Although specific terms areemployed herein, they are used in a generic and descriptive sense onlyand not for purposes of limitation.

1. A system for scaling a link point in a multiplayer location-awaregame, the system comprising: a plurality of clients capable of executinga client-side game application, the plurality of clients being capableof communicating across at least one network to play a multiplayerlocation-aware game; and a network entity capable of communicating withthe plurality of clients; wherein the network entity is capable ofdetermining a number of clients participating in the multiplayerlocation-aware game; wherein the network entity is capable ofdetermining a location of each of the clients participating in themultiplayer location-aware game; and wherein the network entity iscapable of determining a size of at least one link point based on thenumber of clients and based on the location of each client.
 2. Thesystem of claim 1, wherein the network entity is capable of determiningthe size of the at least one link point based on a predefined minimumnumber of clients per link point.
 3. The system of claim 1, wherein thenetwork entity is capable of determining the size of the at least onelink point based on a predefined maximum number of link points betweenany two clients.
 4. The system of claim 1, wherein the network entity iscapable of determining the size of the at least one link point based ona predefined maximum distance between any two clients.
 5. The system ofclaim 1, wherein the network entity is capable of determining the sizeof the at least one link point based on a predefined minimum link pointsize and a predefined maximum link point size.
 6. The system of claim 5,wherein the predefined minimum link point size and the predefinedmaximum link point size may vary based on a geographic location of theat least one link point.
 7. A network entity for scaling a link point ina multiplayer location-aware game, the network entity comprising: aprocessor capable of communicating with a plurality of clients capableof executing a client-side game application and capable of communicatingacross at least one network to play a multiplayer location-aware game;wherein the processor is capable of determining a number of clientsparticipating in the multiplayer location-aware game; wherein theprocessor is capable of determining a location of each of the clientsparticipating in the multiplayer location-aware game; and wherein theprocessor is capable of determining a size of at least one link pointbased on the number of clients and based on the location of each client.8. The network entity of claim 7, wherein the processor determines thesize of the at least one link point based on a predefined minimum numberof clients per link point.
 9. The network entity of claim 7, wherein theprocessor determines the size of the at least one link point based on apredefined maximum number of link points between any two clients. 10.The network entity of claim 7, wherein the processor determines the sizeof the at least one link point based on a predefined maximum distancebetween any two clients.
 11. The network entity of claim 7, wherein theprocessor determines the size of the at least one link point based on apredefined minimum link point size and a predefined maximum link pointsize.
 12. The network entity of claim 11, wherein the predefined minimumlink point size and the predefined maximum link point size may varybased on a geographic location of the at least one link point.
 13. Aterminal for scaling a link point in a multiplayer location-aware game,the terminal comprising: a processor capable of executing a client-sidegame application, the processor being capable of communicating with anetwork entity across at least one network to play a multiplayerlocation-aware game with a plurality of clients; wherein the processoris capable of interfacing with at least one of the plurality of clientsbased on a size of at least one link point determined by the networkentity; and wherein the processor is capable of interfacing with thenetwork entity when the network entity determines the size of the atleast one link point based on a number of clients and based on alocation of each client.
 14. The terminal of claim 13, wherein theprocessor is capable of interfacing with the network entity when thenetwork entity determines the size of the at least one link point basedon a predefined minimum number of clients per link point.
 15. Theterminal of claim 13, wherein the processor is capable of interfacingwith the network entity when the network entity determines the size ofthe at least one link point based on a predefined maximum number of linkpoints between any two clients.
 16. The terminal of claim 13, whereinthe processor is capable of interfacing with the network entity when thenetwork entity determines the size of the at least one link point basedon a predefined maximum distance between any two clients.
 17. Theterminal of claim 13, wherein the processor is capable of interfacingwith the network entity when the network entity determines the size ofthe at least one link point based on a predefined minimum link pointsize and a predefined maximum link point size.
 18. The terminal of claim13, wherein the predefined minimum link point size and the predefinedmaximum link point size may vary based on a geographic location of theat least one link point.
 19. A computer program product for scaling alink point in a multiplayer location-aware game, the computer programproduct comprising at least one computer-readable storage medium havingcomputer-readable program code portions stored therein, thecomputer-readable program code portions comprising: a first executableportion capable of determining a number of players participating in themultiplayer location-aware game; a second executable portion capable ofdetermining a location of each of the players participating in themultiplayer location-aware game; and a third executable portion capableof determining a size of at least one link point based on the number ofplayers and based on the location of each player.
 20. The computerprogram product of claim 19, wherein the third executable portiondetermines the size of the at least one link point based on a predefinedminimum number of players per link point.
 21. The computer programproduct of claim 19, wherein the third executable portion determines thesize of the at least one link point based on a predefined maximum numberof link points between any two players.
 22. The computer program productof claim 19, wherein the third executable portion determines the size ofthe at least one link point based on a predefined maximum distancebetween any two players.
 23. The computer program product of claim 19,wherein the third executable portion determines the size of the at leastone link point based on a predefined minimum link point size and apredefined maximum link point size.
 24. The computer program product ofclaim 23, wherein the predefined minimum link point size and thepredefined maximum link point size may vary based on a geographiclocation of the at least one link point.